opensim-development – Blame information for rev 1

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1 eva 1 /*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27  
28 using System.Collections.Generic;
29 using System.IO;
30 using OpenMetaverse;
31 using OpenSim.Region.Framework.Scenes;
32  
33 namespace OpenSim.Region.Framework.Interfaces
34 {
35 public interface IRegionSerialiserModule
36 {
37 List<string> SerialiseRegion(Scene scene, string saveDir);
38  
39 /// <summary>
40 /// Load prims from the xml format
41 /// </summary>
42 /// <param name="scene"></param>
43 /// <param name="fileName"></param>
44 /// <param name="newIDS"></param>
45 /// <param name="loadOffset"></param>
46 void LoadPrimsFromXml(Scene scene, string fileName, bool newIDS, Vector3 loadOffset);
47  
48 /// <summary>
49 /// Save prims in the xml format
50 /// </summary>
51 /// <param name="scene"> </param>
52 /// <param name="fileName"></param>
53 void SavePrimsToXml(Scene scene, string fileName);
54  
55 /// <summary>
56 /// Load prims from the xml2 format
57 /// </summary>
58 /// <param name="scene"></param>
59 /// <param name="fileName"></param>
60 void LoadPrimsFromXml2(Scene scene, string fileName);
61  
62 /// <summary>
63 /// Load prims from the xml2 format
64 /// </summary>
65 /// <param name="scene"></param>
66 /// <param name="reader"></param>
67 /// <param name="startScripts"></param>
68 void LoadPrimsFromXml2(Scene scene, TextReader reader, bool startScripts);
69  
70 /// <summary>
71 /// Save prims in the xml2 format
72 /// </summary>
73 /// <param name="scene"></param>
74 /// <param name="fileName"></param>
75 void SavePrimsToXml2(Scene scene, string fileName);
76  
77 /// <summary>
78 /// Save prims in the xml2 format, optionally specifying a bounding box for which
79 /// prims should be saved. If both min and max vectors are Vector3.Zero, then all prims
80 /// are exported.
81 /// </summary>
82 /// <param name="scene"></param>
83 /// <param name="stream"></param>
84 /// <param name="min"></param>
85 /// <param name="max"></param>
86 void SavePrimsToXml2(Scene scene, TextWriter stream, Vector3 min, Vector3 max);
87  
88 /// <summary>
89 /// Save a set of prims in the xml2 format
90 /// </summary>
91 /// <param name="entityList"></param>
92 /// <param name="fileName"></param>
93 void SavePrimListToXml2(EntityBase[] entityList, string fileName);
94  
95 /// <summary>
96 /// Save a set of prims in the xml2 format, optionally specifying a bounding box for which
97 /// prims should be saved. If both min and max vectors are Vector3.Zero, then all prims
98 /// are exported.
99 /// </summary>
100 /// <param name="entityList"></param>
101 /// <param name="stream"></param>
102 /// <param name="min"></param>
103 /// <param name="max"></param>
104 void SavePrimListToXml2(EntityBase[] entityList, TextWriter stream, Vector3 min, Vector3 max);
105  
106 void SaveNamedPrimsToXml2(Scene scene, string primName, string fileName);
107  
108 /// <summary>
109 /// Deserializes a scene object from its xml2 representation. This does not load the object into the scene.
110 /// </summary>
111 /// <param name="xmlString"></param>
112 /// <returns>The scene object created</returns>
113 SceneObjectGroup DeserializeGroupFromXml2(string xmlString);
114  
115 /// <summary>
116 /// Serialize an individual scene object into the xml2 format
117 /// </summary>
118 /// <param name="grp"></param>
119 /// <returns></returns>
120 string SerializeGroupToXml2(SceneObjectGroup grp, Dictionary<string, object> options);
121 }
122 }